liu.seSearch for publications in DiVA
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • oxford
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Procedural world generator for platform games
Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
2017 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

Creating big games with a lot of content takes time. When it comes to designing levels, two time consuming tasks are creating the content for the levels and placing it in interesting ways. The placing of the content can be done procedurally and is called level generation. By using level generation, the designers need to spend less time working on the levels and if the level generation can be used at run time to create new levels it can also greatly increase the replayability of the game. This thesis is about creating a generator that places platforms and obstacles in an interesting and challenging way which can be affected by parameters that can be set by a level designer. The generator should be fast enough to be used while the game is running and the result should be reproducible. The method used has a strong focus on gameplay and the feeling of flow when playing. It generates what the player should press in the form of a rhythm for the hands. Each press represents the use of one of the character’s abilities which are then converted into appropriate placing of platforms and obstacles that would make the player use the same ability when she plays. The generator can create rooms of arbitrary size with varied difficulty. The chance of certain abilities being used and certain obstacles appearing can be controlled.

Place, publisher, year, edition, pages
2017. , p. 36
Keywords [en]
procedural, world, generator, generation, platform, level, game, rhythm
National Category
Media and Communication Technology
Identifiers
URN: urn:nbn:se:liu:diva-139020ISRN: LiU-ITN-TEK-A--17/017--SEOAI: oai:DiVA.org:liu-139020DiVA, id: diva2:1117091
Subject / course
Media Technology
Uppsok
Technology
Supervisors
Examiners
Available from: 2017-06-28 Created: 2017-06-28 Last updated: 2018-01-13Bibliographically approved

Open Access in DiVA

Procedural world generator for platform games(443 kB)53 downloads
File information
File name FULLTEXT01.pdfFile size 443 kBChecksum SHA-512
7357620c58d12fe2088fbe32cf11244da3f35b9f9ab5f3762aa958b5d7617ba8079bd1734c69617c5710ca450bdb799250e0ac1dee4877fa815134860e9e7367
Type fulltextMimetype application/pdf

Search in DiVA

By author/editor
Tråvén, Sandra
By organisation
Media and Information TechnologyThe Institute of Technology
Media and Communication Technology

Search outside of DiVA

GoogleGoogle Scholar
Total: 53 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 99 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • oxford
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf